
Wade Klauer developed core gameplay systems for the gmuGADIG/DEADSHOT repository over a three-month period, focusing on persistent save functionality, enemy AI, and combat mechanics. Using GDScript and the Godot engine, Wade implemented a resource-based save system to enable cross-session state restoration, along with a temporary UI for validation. He designed and integrated new enemy types, including a bird swarm with homing projectiles and a bandit with autonomous AI and audio feedback, enhancing gameplay variety and immersion. His work demonstrated depth in 2D/3D game mechanics, resource management, and audio integration, establishing a robust foundation for future feature expansion.
November 2025 monthly summary for gmuGADIG/DEADSHOT focusing on delivery and impact of the new Bandit Enemy. Highlights the key feature delivered, traceable commits, and the value added to gameplay immersion and testing readiness. No major bug fixes reported this month.
November 2025 monthly summary for gmuGADIG/DEADSHOT focusing on delivery and impact of the new Bandit Enemy. Highlights the key feature delivered, traceable commits, and the value added to gameplay immersion and testing readiness. No major bug fixes reported this month.
For 2025-10, delivered two core gameplay updates for gmuGADIG/DEADSHOT with clear business value and robust execution. Key features delivered include Bird Swarm Enemy with projectile attacks, homing projectiles, attack cooldown, a self-destruct timer, and a damage interaction box to enable richer combat interactions. Also implemented Gun Firing Cooldown to prevent rapid-fire and enhance balance. Major bugs fixed include stabilized homing projectile behavior, ensured reliable self-destruction timing, and corrected damage-box interactions, improving reliability in combat scenarios. Overall impact and accomplishments include expanded enemy variety and gameplay balance, improved player experience and retention, and establishing a solid foundation for future enemy designs. Technologies/skills demonstrated include gameplay systems design, AI/physics interactions (homing, cooldown, damage box), debugging and incremental delivery, and strong Git traceability through explicit commits.
For 2025-10, delivered two core gameplay updates for gmuGADIG/DEADSHOT with clear business value and robust execution. Key features delivered include Bird Swarm Enemy with projectile attacks, homing projectiles, attack cooldown, a self-destruct timer, and a damage interaction box to enable richer combat interactions. Also implemented Gun Firing Cooldown to prevent rapid-fire and enhance balance. Major bugs fixed include stabilized homing projectile behavior, ensured reliable self-destruction timing, and corrected damage-box interactions, improving reliability in combat scenarios. Overall impact and accomplishments include expanded enemy variety and gameplay balance, improved player experience and retention, and establishing a solid foundation for future enemy designs. Technologies/skills demonstrated include gameplay systems design, AI/physics interactions (homing, cooldown, damage box), debugging and incremental delivery, and strong Git traceability through explicit commits.
Delivered a Persistent Save System for DEADSHOT, enabling saving and restoring player position and current scene using Godot's Resource system. Introduced a temporary UI with save/load buttons to validate persistence. This work establishes the foundation for cross-session progress and enhances player experience by reducing risk of progress loss.
Delivered a Persistent Save System for DEADSHOT, enabling saving and restoring player position and current scene using Godot's Resource system. Introduced a temporary UI with save/load buttons to validate persistence. This work establishes the foundation for cross-session progress and enhances player experience by reducing risk of progress loss.

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